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    posted a message on Ocelot Puzzle
    The player would be given a certain number of Ocelots to work with. Said Ocelots would be placed to either block, guard the player from, direct to pressure plates, or ward off the creepers that will spawn when a button is pressed. The creepers must activate a pressure plate to get to the next area, or just be warded off by the Ocelots. This would be an interesting add to adventure maps.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Challenge: Turning off a Nether Portal
    Quote from Draco18s

    So I realized something:

    Two portal blocks can't be adjacent to each other. They're like glass panes, but connect in one direction.

    Try building a corridor 3 high and 2 wide of solid obsidian. You can't fill it with portals, each time you set one loop on fire, an adjacent exiting portal closes.

    So I thought I might be able to subvert this somehow and get fire to spawn in a portal square, destroying the portal.

    No such luck yet.

    Although I did learn something: a long enough corridor filled every-other-block with portals will eventually make you go to the nether. I think. It takes FAR more of them than I've been able to string together. That or the 1-block space resets the exact amount of progress built up (that is, it doesn't matter how far into the transition you are, as long as you keep moving you don't end up with more progress or less, over time).

    Eventually, yes you do go to the nether. I did this on my server. And Technically couldn't another fire charge destroy the portal? Like ghast fireballs do?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Look behind you - a six-headed piston!
    This happened to me before back in 1.8 by rapidly powering a piston and placing a sticky piston on the head.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on compact 2x3x3 t-flip flop (toggle flip flop)


    1x5x3
    Beat that.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Map builders

    Team Asus is a group of friends who make maps, but, we dont build fast enough, want to help us for yours and our benifit, then comment:


    .Name
    .Age (not needed)
    .When you can help
    .What kind of building your good at
    .If your good at redstone
    .If you grief or not
    .Why you want to join


    Zambozoo
    15
    Anytime after 3 EST to 6 EST during weekdays, Almost all day Saturdays and Sundays
    I like large structures and rooms. Excellent on interior aesthetics, butt not so good at exterior.
    I believe I am excellent. Can easily hook up advanced circuits and such.
    Well, why would I want to grief on an Adventure map? But, no I don't grief.
    I've always wanted to help in making adventure maps.
    Posted in: Mods Discussion
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    posted a message on Would it be possible to alter clocks like this?
    I was wondering if it would be possible to set up a toggle-able clock that once turned on, if you hit another button, it increases the number of ticks in the clock. Then if you hit a different button, it will rise to a different number of ticks, or even decrease. Better yet, could you just have two buttons, one for decreasing, and one for increasing? Possibly a torch to signal when you've reached the max for the clock in both directions?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone & Slabs
    Quote from CX gamer

    I'm a redstone engineer, and this is actually a pretty straight-forward idea. From a visual and game-wise perspective, this would definitely make sense. But it'd be not so straight-forward to implement this;

    1. There are 4 data bits for each block (saved as a byte in the engine, but on the NBT level format, it's only 4).
    2. These are used to indicate things like water-height, torch orientation, ...
    3. Redstone uses the four bits for its power level (0-15).
    4. Repeaters use two bits for the delay (1-4), and two for orientation. It takes another two block ID's to have one for ON, and one for OFF.
    5. Slabs use data bits to specify how they look (stone, wood, sandstone, cobble and stone brick).
    6. Because there is a slab in the same cube as a wire/repeater, so they need to be coded as one block.
    7. Thus at the very least, there would be a seperate block id for every slab that went on top, for the redstone wire, redstone repeaters that are on and redstone repeaters that are off.
    Which means that unless the engine is modified heavily for this sole purpose, there would need to be at least 15 new block types. I just don't see that happening.

    Good idea, though. :smile.gif:

    Wow, that would be a lot of coding.... Hmm... Well technically it would be many variants of four blocks. Redstone under, Redstone above, Diodes under, Diodes above. Then there's fifteen redstone levels, four diode levels, and six different slabs.
    Hopefully High School math won't fail me now:
    # of slab variants dealing with redstone
    15x6x2=180
    # of slab variants dealing with diodes
    4x6x2= 48
    So we have four new block types altogether with 224 variants. Wow.
    90 variants of redstone above.
    90 variants of redstone below.
    24 variants of diodes above.
    24 variants of diodes below.
    Isn't all this encouraging? Jeb! Start coding NOW!
    Posted in: Suggestions
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    posted a message on Interactive Minecart Dreidel
    Oh dreidel, dreidel, driedel, I made it out of redstone.
    Oh dreidel, dreidel, dreidel, on Minecraft I will play.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone & Slabs
    Quote from origami_101

    I like it how you even put images. That puts a good suggestion apart from a bad one. And, you really have a good idea. It would make slabs more useful, and one wouldn't need to add any new blocks into the game. However, how would one connect the redstone underneath the slab with a diagonal redstone torch on a block, since torches are above the 8 pixel mark?

    It is true that the torch does not fit the pixels, so it can't go on top or below the Half-Slabs in one block. Instead, to wire up a torch, you would do the same as before. Just make sure the torch is on a full block and have the redstone face that full block. Sadly, I don't see anyway to hide the torches, I only see that you need to through them down farther underground.
    Posted in: Suggestions
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    posted a message on Redstone & Slabs
    Here's a visual presentation, you can skip to the words at the bottom if you'd like:





    I propose that we should be able to place Redstone on top of Half-Slabs to produce a 'full block'. The opposite would hold true, to be able to place a Half-Slab on top of Redstone in one block. The pixels would fit, same goes for diodes/repeaters. We could hide Redstone much more efficiently. People would walk right on top of the Redstone without even knowing! A Redstone under Half-Slab 'block' would not interact with a Redstone above Half-Slab 'block', effectively producing an easy adjacent wire system. Anyone agree?
    Posted in: Suggestions
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    posted a message on Lens Blocks
    Now that I think about it, if the mod does come out, I'd make this:
    Posted in: Suggestions
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    posted a message on How do i make something like this?
    Quote from CVGX

    a thing where if i press the button a torch lights up, if i press it again it turns off and the next one after that turns on and then so on?

    Hook up the button to a T-Flip Flop.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on WIP Ender Labs
    Needed to access this on a friends computer, so yeah. Here it is for some people who probably don't even want it.
    The World
    Posted in: Maps
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    posted a message on False Ender Portal
    Awe come on, someone has to be interested right?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on False Ender Portal
    I am creating an adventure map, and I want the player to collect eye of enders to fill the portal in the center. Instead of the portal forming however, I wish for a secret to open up by way of BUD switches and AND gates. The only way to completely conceal the portal would be to place the pistons under the ender portal blocks, but they would interfere with each other since the pistons are considered an update. I would really appreciate help.
    Posted in: Redstone Discussion and Mechanisms
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